/Engine/Plugins/Runtime/MassGameplay/Source/MassActors/Public/MassActorSubsystem.h
Set the actor associated to a mass agent, will also keep the map back in MassActorSubsystem up to date.
void SetAndUpdateHandleMap ( const [FMassEntityHandle](API\Plugins\MassEntity\FMassEntityHandle) MassAgent, [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, const bool bInIsOwnedByMass )